Death poses, dramatic scenes, dead simple. Pose rigged characters in Unity, capture ragdoll results, filter bone handles, and use batch tools to prepare static scene dressing.To view the example scene in URP,HDRP or a Custom RP correctly you must convert the materials to that particular pipeline. Standard Built-In is default. Alternatively you can simply use the tool in your own environment that has already been set up. Simply drag and drop on your model. For Rigidbody posing the model must have a Rigidbody.BodyPoser – Fast, Simple, and Performance-Friendly Scene Posing ToolWhile working on my own game, I ran into a common but frustrating problem: I needed dead bodies and static poses to dress my scenes—but using ragdolls was far too expensive for performance, and setting up animations or IK rigs was overkill.That’s why I created BodyPoser—a lightweight, editor-focused tool that makes it incredibly easy to manually pose humanoid models and keep them in a fixed pose for scene dressing. Originally built for corpse placement, but flexible enough for anything: background characters, statues, cinematic moments, and more.Key Benefits:Quickly pose models directly in the Scene View—no animations or complex rigging tools required.Capture ragdoll poses after simulation or pose entirely by hand.Remove physics components and mark objects static to prepare posed characters for scene dressing.Perfect for scene dressing, cinematic compositions, and static environmental storytelling.Simple by design—no need for heavy IK systems or animation controllers.Keep the drama. Cut the overhead. For characters that no longer need to move, capture a pose and prepare them as static scene dressing. Removing unnecessary physics components avoids ongoing ragdoll simulation. Compared with keeping full animation and physics active, a fixed pose can reduce runtime work. Savings depend on your character setup; posing alone does not remove skinning or rendering costs.Support:https://revolvinggearstudios.carrd.co/Pose rigged characters using Scene View position and rotation handles.Filter handles by body region or custom bone-name filters.Capture poses as temporary JSON files in Assets/BodyPoser/TempPoseData/. Successfully applying a pose clears its file.Pose matching uses transform names; this is not animation retargeting.Batch tools collect targets from selections, capture/apply poses, remove physics components, and mark targets static.Optional startup setting disables remaining rigidbody simulation and colliders.Current editor workflow verified on Windows with Unity 6000.2.15f1.Sample materials use the Built-in Render Pipeline; other pipelines may require material conversion.Does not bake skinned characters into static meshes. Performance savings depend on the remaining animation, physics, and rendering setup.AI assisted with optimizing portions of the code and improving code comments. AI was also used to create promotional artwork and assist with listing text. Product screenshots were captured from the actual Unity interface.




